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Town Hall 16 Farming Layout #25

Town Hall 16 Farming Layout #25 Town Hall 16 layoutFarming
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VillageMain Village
LevelTown Hall 16
PurposeFarming
Copy count0copy-button opens
Community ratingNo ratings yetBe the first to review

TH16 Farming Base #25: Broken-Ring Resource Defense with an Upper-Right Entry

Town Hall 16 Farming Layout #25 is built around a compact but interrupted defensive ring, with the Town Hall sitting slightly below the visual center rather than being placed in a perfectly symmetrical position. At first glance, the village looks quite concentrated. Most of the important defenses and storages appear to sit fairly close together, which might suggest that one strong push could collect everything. Once the wall structure is followed more carefully, though, the route becomes less straightforward.

The core is better described as a broken ring than a traditional square. Several compartments wrap around the Town Hall and storage area, but the connections are interrupted often enough that troops may change direction after entering. That is probably the main idea behind the base. It does not necessarily try to prevent an attacker from reaching the first valuable target. Instead, it tries to make the second and third resource pockets more expensive to reach.

For a farming layout, that approach makes sense.

A player who is only looking for quick loot may grab one storage, several outside buildings, and some percentage without opening the entire village. An attacker who wants everything has a different problem. They need to cross additional wall sections, control troop pathing, and still preserve enough time for whatever resource pocket ends up on the opposite side of the army.

Why the upper-right entry looks attractive

The upper-right edge, roughly around one or two o’clock, appears to be the easiest place to shape a funnel. There are enough exterior buildings to remove without immediately committing the whole army, and this side gives a fairly natural angle toward the inner compartments.

I would still be careful about making that funnel too wide.

A broad entry can expose several nearby targets at once. Root Riders or another heavy ground group might push toward the core while the Queen or supporting troops remain closer to the outside. For the first part of the attack, this may look perfectly fine. Several buildings are falling, percentage is increasing, and both groups appear healthy.

The problem usually becomes visible later.

Once the main force reaches the Town Hall area, part of the support army may be several compartments away. Rage, Heal, Freeze, Overgrowth, or another control spell then covers only one section rather than the whole attack. That can reduce the efficiency of an army that looked very strong during the opening.

A narrower funnel would probably be more dangerous to the base because it gives the attacker better control over the broken ring.

The main weakness: interrupting the ring early

The clearest weakness in Layout #25 is a controlled entry that breaks the ring before troops begin circling around the objective.

If the attacker removes exactly the right buildings from the upper-right side, the army may gain a shorter route into the central section. Root Riders or another heavy ground smash composition would likely benefit from this because the walls themselves are not enough to stop those troops for very long.

The real defensive question is whether the base can make the army turn.

If tanks, heroes, healers, and support troops remain together, the attacker gets much better value from spells and hero abilities. If the base pulls even part of that formation into a neighboring compartment, the rest of the raid becomes less predictable.

Queen Charge Hybrid could offer another controlled solution. A Queen beginning from the upper-right may be able to remove one outer pocket, take early value, and close the outside route before Miners and Hog Riders are sent in. That should make the Hybrid path cleaner.

The tradeoff is time. A Queen that continues around the perimeter instead of turning inward can easily add several seconds to the setup. A slow high-hitpoint target can do the same. The attack may still reach the Town Hall, but the last storage could end up several compartments away when the timer starts becoming uncomfortable.

That kind of delay is useful for a farming base.

Air attacks still need a clear second phase

The Air Defenses appear divided across different inner sections rather than grouped into one obvious cluster. The Inferno Towers are also separated, which reduces easy single-spell value.

Dragons could potentially attack from the upper-right after the funnel is prepared. I would expect a tighter deployment to work better than a very wide line. If several Dragons follow exterior buildings while the main group turns toward the Town Hall, the strongest defensive section ends up fighting only part of the air army.

LavaLoon provides more precise control over individual defensive targets, but the attacker still needs a plan beyond the first Air Defense. Removing one threat does not seem to open every important section immediately. The remaining route still includes the Town Hall area, surviving Inferno pressure, and whichever storage pocket becomes the back end.

This is where the broken-ring structure may become particularly annoying. Air troops can destroy the first section successfully and still finish on the wrong side of the village.

Why Layout #25 fits the Farming category

The strongest farming feature here is not simply the Town Hall placement. It is the distance between valuable targets and the cost of crossing the broken ring.

A rushed attacker may take useful loot from one side of the base. That does not automatically mean the rest of the storages become accessible. Each additional resource pocket may require another change in direction, another section of walls, or additional cleanup troops.

That is a much more realistic goal for a farming layout than claiming the base can protect every resource against every TH16 army.

A well-planned attacker can certainly break it. In fact, the upper-right side looks like a genuine pressure point. If someone builds a disciplined funnel there and keeps the army compact, the core could open faster than intended. Queen Charge Hybrid, Root Riders, Dragons, and LavaLoon all look like reasonable options depending on execution.

Still, a visible weakness does not make the design useless. If exploiting that weakness requires careful funneling rather than simple spam, the layout can still perform well against rushed farming attacks.

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